#include "Sensor.h"
#include "Box.h"
#include "ShareComponents.h"
#include "Camera.h"
#include "Box.h"
#include "Sprite.h"
#include "MainGame.h"
#include "GunWeapon.h"
#include "RSManager.h"

Sensor::Sensor(Box* box, SPRITE_ID gunWeapon_id): Object(box,ObjEnemy_STATIC)
{
	_gunWeapon_id =gunWeapon_id;
}

void Sensor::init()
{
	_sprite= RSManager::getInstance()->getSprite(SENSOR);
	_isAlive=true;
	_hits=1;
	delay=0;
	delay_time =200;
}
void Sensor::update()
{
	if(gl_camera->getRightSide()-36>_box->_position.x+_box->_size.x){
			if(gl_camera->getLeftSide()>_box->_position.x){
				_sprite->Reset(0);
			}
			else{
				
				delay+=GAME_TIME;
				if(_sprite->_index==1) delay_time= 60;
				else delay_time=400;
				if(delay>delay_time){
					delay=0;
					_sprite->Next();
				
				}
				if(_sprite->_index==2 && _hits<=0){
					_isAlive=false;
					GunWeapon* gunWeapon =new GunWeapon
							(new Box(_box->_position,D3DXVECTOR2(48,30),D3DXVECTOR2(3,0)),_gunWeapon_id);
					gunWeapon->init();
					
					gl_MainGame->addWorldObject(gunWeapon);
				}
			}
			
	}
}
	
void Sensor::render()
{
	if(_isAlive)
		_sprite->Render(_box->_position);
}
Sensor::~Sensor(void)
{

}
Box* Sensor::getCollisionBox()
{
	_colBox->_position=_box->_position+ D3DXVECTOR2(15,15);
	_colBox->_size=_box->_size/2;
	_colBox->_v = _box->_v;
	return _colBox;
}
